In the end my solution was similar for some parts. I now know why people always extract the stats or such objects to the scene.
They wanna avoid scene inheritance and duplicating it XD
The more advanced question actually is as a practice also, how do u exactly imagine how something would look like for example, if the sprite path is loaded in the resource file for rotation of players.
I could imagine this being done for pots, but if it is done this way, the editor doesn’t refresh when u drag it in or show a blank square. Do u have any advice on that?
Yup. And if you look at my solution, you can avoid scene inheritance. I use it specifically so that I can do two things:
Add the same thing over and over in a level without having to copy and paste the original. It’s IMO the scene version of avoiding magic strings or magic numbers. I hard code the item in an inherited scene so that I change the scene at the base scene level, and the specific defaults at the individual scene level. Any changes I make in the level are much easier to spot.
I can drop any scene as loot on the screen. I used to have a separate drop.gd scene that was almost identical. (The result of a time limit in a game jam.) But I was able to refactor it, and then just attach a pickup scene to an enemy as loot. If I didn’t have a scene to load, I’d have to add a Resource to be able to edit those instances in the Inspector.
But that was an implementation choice that is divorced completely from the code.
I actually addressed that problem in my example above. In the original version, my editor looked like this: